Hello!
I would like to know how i would have to integrate an animated mesh with Bullet Physics in a way that i can control it easily.
In the bullet examples the bullet kinematic character controller is just one convex object. But if i have an animated model (for example the ninja model from the examples) i thought i would have to use the rotations/translations of the bones in the mesh-animation-frame and set the physics-ragdoll bones to this rotations/translations. But the convex object from the kinematic controller already interacts with the other physics object in the scene, so it makes no sense to me.
I would like to get a tip on how something like this would be implemented. Or is it possible to connect the character controller with an animatd mesh? I am just at the beginning and need a hint in which direction i have to explore.
How can i control the movements of the animated ninja-model and let him physically interact with the scene?
Is the idea taking the animation from the mesh and setting the ragdoll to this animation the right way? But then still how do i integrate the character controller?
Any help is highly appreciated!
Irrlicht Bullet - Character Controller and Ragdoll
Re: Irrlicht Bullet - Character Controller and Ragdoll
i'm not sure what you want to do. do you mean like the hand of the character can touch/interact with objects in the scene, or just simply die in a more realistic way?
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Re: Irrlicht Bullet - Character Controller and Ragdoll
Hi Virion!
For example: When the character is in the "Go" Animation and hits a box with his foot that the box interacts with the foot. So that, was the reason, that i was thinking about moving the ragdoll like the animation, until it dies, of course. When it dies the ragdoll just gets affected by gravity.
For example: When the character is in the "Go" Animation and hits a box with his foot that the box interacts with the foot. So that, was the reason, that i was thinking about moving the ragdoll like the animation, until it dies, of course. When it dies the ragdoll just gets affected by gravity.
Re: Irrlicht Bullet - Character Controller and Ragdoll
No game today is doing this. Player/NPC are aproximated by some form, mostly a capsule. The correct footanimation is then only done by using raycasts to place the feet on the ground and ragdolls are only used to show random, physical correct animation when the player is not controlled anymore.
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Re: Irrlicht Bullet - Character Controller and Ragdoll
normally we will disable ragdoll first and use character controller for movement and raycast for the interaction. character controller will be disabled when player dies and switch it to ragdoll to show the random falling down to floor.
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Re: Irrlicht Bullet - Character Controller and Ragdoll
Thanks a lot!